This question is to laktat refering to his normalmapping tutorial. I was with you up to this point... Im new to modeling so i dont get this mumbojumbo, it would be really nice if you got on microphones and walked me through. Thanks 
Now create the textures with VTex.exe. Save both texture sources as 32bit tga files in a sub-directory of /materialsrc e.g. /materialsrc/tut (For this tutorial i called the texture groundTex_normal and groundTex_normal) (Please manually create also the appropriate subdirectory in the ...materials folder - vtex will not do this for you automatically!). Drag-drop them on the vtex.exe shortcut on your desktop. VTex has create a txt file for both texture files. Open the goundTex_normal.txt and define this texture as "normal" and put a bumpscale:
"normal" 1
"bumpscale" ".025"
After this, let vtex compile your textures again!
You now have the compiled textures in you materialstut folder.
Create a empty txt file in this folder and save it as <textureName>.vmt (without _normal!).
Tell the engine to render our texture with LightmappedGeneric Shader, to use the standard texture groundTex as basetexture and the normal mapped texture as bumpmap:
<p><div class="pre"><pre>"LightmappedGeneric"
{
"$basetexture" "tut/groundTex"
"$bumpmap" "tut/groundTex_normal"
}</pre></div>
<p>To get specular bumpmapping (which looks much better on DX9 environments), you simply have to set the $envmap property in the texture definition:
<p><div class="pre"><pre>"LightmappedGeneric"
{
"$basetexture" "tut/groundTex"
"$bumpmap" "tut/groundTex_normal"
"$envmap" "env_cubemap"
}</pre></div><p>Restart Hammer, apply the new texture to a surface in you map, copy your tut folder from ...sourcesdkcstrike_sample_contentmaterials to ...counter-strike sourcecstrikematerials. Compile and run the map et voil?:


